branchrust_reboot/main/WorkCartcancel

722 Commits over 395 Days - 0.08cph!

3 Years Ago
Allow train tunnel entrances to spawn next to desire trails as well as side roads (just not the main ring road)
3 Years Ago
Spawn up to 20 tunnel entrances
3 Years Ago
Fixed bug in PlaceMonumentsRoadside and PlaceMonuments scoring mechanism that would significantly break min / max distance modes Added additional road type modes to PlaceMonumentsRoadside
3 Years Ago
Better tunnel entrance road nodes for slightly more distance to the road itself
3 Years Ago
Slightly better tunnel entrance splat map (still programmer art)
3 Years Ago
Better tunnel entrance terrain anchors
3 Years Ago
Better grid snapping for dungeon entrance
3 Years Ago
Fixed GenerateDungeon edge case where it would introduce an incorrect offset shortly before the end
3 Years Ago
Comment out the hazard code for now until I fix a next/prev track stack overflow bug Adjust work car speeds again
3 Years Ago
Slow down the work cart top speed
3 Years Ago
Fix badly aligned Workcart cabin colliders
3 Years Ago
Work cart driver takes 50% reduced damage of all types
3 Years Ago
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3 Years Ago
Don't resize player collider when in the work cart seat, it doesn't need it. Remove a couple of no-longer-used glass window vars.
3 Years Ago
Remove work cart window glass entirely (Helk request)
3 Years Ago
Door collider adjustment
3 Years Ago
Show work cart mount option only when looking at the door. A temp box now also "boards up" the window in the door, making the interaction less confusing.
3 Years Ago
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3 Years Ago
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3 Years Ago
Increase hazard warning min dist so it doesn't trigger when shunting in reverse
3 Years Ago
Proximity alert improvements and fixes
3 Years Ago
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3 Years Ago
Shared spline data update
3 Years Ago
Reduce the amount of collision damage from train collisions, and increase the force required to derail
3 Years Ago
Add train_tunnel_double_switch_a_36m back in so I can use it for testing switched on the train tunnels map. Plus data index edit on 108m track
3 Years Ago
Backlit signs progress
3 Years Ago
merge from main
3 Years Ago
more NPC fixes in tunnels dungeon navmesh generation
3 Years Ago
Added TerrainPath.DungeonRoot and TerrainPath.DungeonCells Renamed TerrainPath.Dungeons to TerrainPath.DungeonEntrances Tunnel entrances are now also under "Dungeon" hierarchy
3 Years Ago
Moved the door manipulator on one of the stairwells
3 Years Ago
Increased elevator speed per metre (1.5 -> 2.5)
3 Years Ago
In-train proximity warning system WIP.
3 Years Ago
Revert unintended craggy change
3 Years Ago
Added an electrical output to the static elevator that outputs power for 10 seconds when the lift arrives at that floor Hooked up hidden door manipulators to each of the elevator doors that are triggered by the above
3 Years Ago
Fix collision track assignment
3 Years Ago
Replaced all of the elevator buttons
3 Years Ago
Merge from workcart/button (stomped button placement, will need to reapply)
3 Years Ago
Proximity warning work, move some code to SERVER only, TrainTrackSplines now keep track of trains on them so that upcoming hazards can be detected for the proximity warning.
3 Years Ago
modular grid review before LODs
3 Years Ago
fix for NPCs not roaming underground
3 Years Ago
Tunnel entrance now has DungeonInfo component
3 Years Ago
TerrainPath now keeps a list of DungeonInfo, which keeps a list of DungeonLink
3 Years Ago
Made the wip corridors and stairwells cull at 100 as a temporary measure until LODs are in
3 Years Ago
more art work - some polish
3 Years Ago
prepare prefab on elevator door scene to prefab entrance
3 Years Ago
manifest
3 Years Ago
Entrance mesh sign Adding elevator animated door Nesting the new hinged door into stairwell prefabs Changed a few doors and light prefab types for Damian
3 Years Ago
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3 Years Ago
Setting up for proximity alerts. Also have the main train script call the update on the audio script, to reduce Unity method calls.
3 Years Ago
Remove older (hopefully) unnecessary calls to Ignore Collision on parts of other compound colliders as well